In light of some recent actions, we're putting out a bit of new information about PvP, with a bit of feedback from Kern.

PvP is allowed in RH, however it is a conscious effort that requires the entirety of your action; it cannot be an afterthought or share space with another full action. This means that you will be warned the turn prior if you will have squad contact, in which case you must decide how to act. Attacking another squad does not require coordination; it is a one-sided act.

This means you should not include anything regarding other squads unless otherwise prompted. Drow squads in the wilderness have an incredibly difficult time getting the drop on each other because their mana gives them away, so very rarely will there be a scenario where one squad is unaware of another's presence.

Tactics should be limited to the general actions of individuals, and what sort of *kinds* of strategies they will try and take in the conflict. As players cannot see their opponents actions, more specific plans leave the squad at a disadvantage since no plan ever survives the battlefield and circumstances will change quickly.

Remember that all squads are on an even-footing by themselves, so treat the encounter appropriately; the Nal'sarkoth are just as trained and dangerous as the Sarghress and vice versa.

Finally, remember that the Explorers and Raiders are not enemies but friendly rivals. While conflict, to a degree, is expected - especially in the pursuit of treasure - fighting to the death without damn good reason is generally considered wasteful and a poor use of time and energy that nets nothing. Even though they are somewhat separated from the political landscape of Chel, actions in the field could still have repercussions back home if word gets out and so such conflict will be scrutinized.

Thus, the conclusion is that PvP is allowed but has consequences. Assume your actions will be uncovered and expect to justify them to someone higher ranking than yourself.